I have a fairly simple question for people with experience on current hardware. I have moved my renderer over to use VBOs, however it still seems to be vertex limited (my rough test is that no matter if I use a complex or a simple fragment shader, the performance is nearly identical). I am drawing a whole lot of very small triangles, so the actual fill is quite small.
My question is simple: Does 1 426 474 triangles drawn using GL_TRIANGLES using glDrawRangeElements with interleaved vertex data in one VBO and index data in another VBO sound like a lot? What sort of performance should I be expecting in the ideal scenario? It seems likely that I am missing a bottleneck somewhere and I am not really vertex limited per se, but I figured I should sanity check it since it’s been a while since I was aware of the hardware.
Many Thanks, Sean